Transformational Play: Using Games to Position Person, Content, and Context
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Transformational Play: Using Games to Position Person, Content, and Context Sasha A. Barab, Melissa Gresalfi, and Adam Ingram-Goble Videogames are a powerful medium that curriculum designers can multiplayer online videogame called Quest Atlantis, for which use to create narratively rich worlds for achieving educational goals. we were lead designers.1 This work has given rise to the belief that In these worlds, youth can become scientists, doctors, writers, and videogames are a powerful medium in which curriculum design- ers can create new worlds that invite youth to become scientists, mathematicians who critically engage complex disciplinary content doctors, writers, mathematicians, and the like. In these roles, to transform a virtual world. Toward illuminating this potential, the players develop and apply increasingly sophisticated academic authors advance the theory of transformational play. Such play understandings as they change the conditions of the content to involves taking on the role of a protagonist who must employ con- transform both the virtual world and their ability to take on more ceptual understandings to transform a problem-based fictional con- complex problems. It is in this way that videogames can be used text and transform the player as well. The authors first survey the to position person, content, and context in transformative ways. This sort of consequential engagement is very difficult to accom- theory and then ground their discussion in two units that, as part of plish in schools and in noninteractive media; teachers can their design-based research methodology, have simultaneously given describe a situation, share a book, or even show a movie, but rise to and been informed by their theory of transformational play. doing so does not create a setting that learners can act upon (and They close with a discussion of research and design challenges. change) in personally valued and socially significant ways. In contrast, in a game world we can support such interactions and design them to push back and evolve players’ understandings of Keywords: computers and learning; instructional design/ academic concepts. This is, in part, because when playing a vid- development; instructional technologies eogame the players are granted a form of dramatic agency: They make decisions that affect the direction of an unfolding story line central to the fictional game context (Murray, 1997). We believe that the opportunity to have a personal, agentic, M uch has been written about the educational potential and consequential role in resolving a dilemma is a significant of games (Gee, 2003; Shaffer, 2007; Squire, 2006; component of both content learning and potentially more endur- Steinkeuhler, 2006), and we are seeing numerous ing outcomes, such as the development of identity or affiliation efforts to design serious games that teach academic content— (Donath, 1998; Turkle, 1995). The plausibility of this position- many of which are in use in classrooms (see, for example, Dede ing is made possible because of the fictional nature of the game & Barab, 2009; Rosenbaum, Klopfer, & Perry, 2007; Squire & world in which such consequential positioning of the player is Jan, 2007; for a review, see Clark, Nelson, Sengupta, & D’Angelo, reasonable if not expected (Gee, 2003; Squire, 2006). Thus nar- 2009). In particular, scholars have documented the complex rative videogames can become transactive curricula that afford forms of learning and participation that can occur during game dynamic interplay between player and story line, between knower play—its discursive richness, depth of collaborative inquiry, and known, between action and understanding (Barab, Dodge, opportunities for consequentiality, rich perception–action cycles, et al., 2010). And, of central importance to educators, the free- and exploration of situated identities (Gee, 2003; Shaffer, Squire, dom afforded by the fiction allows the designer to take peda- Halverson, & Gee, 2005; Squire, 2006; Steinkuehler, 2006). The gogical liberties to ensure that educational lessons are experienced; power of these technologies reflects not industrial-age efficiency for example, allowing players to travel into the future to see the but twenty-first-century opportunity: They provide entire worlds impact of their actions. Thus a player can become the protagonist designed to help learners adopt roles and engage story lines previ- who determines, within designed parameters, how the story ously inaccessible to them. If properly designed, they can provide unfolds. It is in this way, we argue, that games are transactive, the problems, tools, people, experiences, perspectives, and conse- enlisting narrative story lines and interactive rule sets that sup- quences to ensure that learners develop rich content understand- port a dynamic (transactional) unity of person, content, and con- ing (Barab, Gresalfi, & Arici, 2009). text in which all are transformed through participation. In this article, we discuss our game research and design Although fiction more generally can afford engagement, per- work of the past decade, centered on the educationally based, spective taking, and projective identification with plotlines that Educational Researcher,Vol. 39, No. 7, pp. 525–536 DOI: 10.3102/0013189X10386593 © 2010 AERA. http://er.aera.net October 2010 525
potentially resonate with other situations (cf. the notion of “met- aphorical loft” in Bruner, 2002), we argue that videogames— with narratives that are playable—have the additional potential to position players to experience a sense of agency and consequen- tiality (Gee, 2003). Realistically, students rarely have the oppor- tunity or the ability to solve a real-world water-quality problem or to write a persuasive article to determine the direction of a community decision. Yet in the sheltered story line of a fictional videogame world, we can create this opportunity and make the role and its significance quite believable. Because the player is driving the unfolding story line, it becomes, in a very real way, the player’s own story. Moreover, in a game, failure is tolerated FIGURE 1. The core elements of transformational play (spokes and risk taking is encouraged; players can experiment with con- of wheel) and the target types of positioning for each element. ceptual understandings and learn from the impact of unproduc- tive choices. So, for example, misapplying one’s understanding of eutrophication could result in a substandard game choice about context and ultimately (f ) the player’s understanding of the con- a fictional water-quality problem resulting in negative conditions tent as well as of (g) herself as someone who has used academic for a virtual park. However, this choice is not terminal; it can be content to address a socially significant problem. Playing trans- reflected on and ameliorated to promote deep engagement with formationally integrates person, content, and context as part of a the content and even drive new learning opportunities. transactive system in which each type of positioning motivates In the next section we advance the theory of transformational play, and is motivated by the other types (see Figure 1). Such a func- grounded in the ideas expressed above and in our previous research. tional unity is central to meaningful participation outside of We then present illuminative cases from our own work that demon- schools and is central to why being a scientist or a reporter is strate the value of the theory for informing instructional design. often so compelling to those who choose those careers. Problematically, however, these functional relations are often Transformational Play cleaved in formal learning contexts such as K–12 classrooms, Our theory of transformational play is an extension of Dewey’s where, for example, what it means to be a scientist, what it means (1938/1963) idea of transactivity: that “every experience enacted to use science, and what it means to know science are very differ- and undergone modifies the one who acts and undergoes. . . . For ent things (Barab, Sadler, Heiselt, Hickey, & Zuiker, 2007; Barab, it is a somewhat different person who enters into them” (p. 35). Zuiker, et al., 2007; Roth, 1996). Acknowledging this problem, However, as Dewey further noted, “every genuine experience has Lave (1997) commented that it appears that the “academic and an active side which changes in some degree the . . . conditions educational establishments are caught in a serious dilemma con- under which experiences are had” (p. 39). The idea of transforma- cerning the role of distance from experience in strengthening and tional play draws upon the epistemological position that both at the same time weakening learning” (p. 28). Learning is weak- knower and known constitute, and are constituted through, ened in part because it remains difficult to appreciate the meaning meaningful inquiry (Connell, 1996; Dewey, 1938/1963; Dewey of content when separated from contexts of application, but also & Bentley, 1949). Such a transactive view, as it relates to designing because learning is treated as something that happens to the game-based curricula, requires not only recognizing the interrela- learner and not as an intentional process that becomes more pow- tions between the ways that person and situation can change one erful when engaged by the learner in the service of resolving a another, but also intentionally leveraging that realization to design significant problem. In contrast, we argue for a model of partici- for more powerful learning experiences. Thus our designs build on pation that involves intentionally leveraging the three intercon- a theory of learning that assumes that learners, content, and con- nected elements of person, content, and context. Specifically, when text are inextricably bound together; our designs therefore posi- creating spaces to afford transformational play, we attempt to cre- tion learners as active decision makers who use their understandings ate experiences that position these elements in the following ways: to inquire into particular circumstances and change them. Building on related work that connects person, content, and •• Person With Intentionality (positioning players as protagonists context (Brown, Collins, & Duguid, 1989; Cognition and with the responsibility of making choices that advance the Technology Group at Vanderbilt, 1990, 1993; Greeno & Middle unfolding story line in the game) School Mathematics Through Applications Project Group, 1998; •• Content With Legitimacy (positioning the understanding and Lave, 1991; Wenger, 1998), we have developed a theory of trans- application of academic concepts as necessary if players are to formational play to account for the experiences that we wish to resolve the game-world dilemmas successfully) foster through our designs and the elements to which we must •• Context With Consequentiality (positioning contexts as modi- attend in creating new curricula and play spaces (Barab, Gresalfi, fiable through player choices, thus illuminating the conse- & Arici, 2009). Merely playing a game does not ensure that one quences and providing meaning to players’ decisions) is engaged in transformational play. Playing transformationally involves (a) taking on the role of a protagonist (b) who must Each of these forms of positioning is briefly elaborated here and employ conceptual understandings (c) to make choices (d) that then further illustrated through two illuminative cases in the fol- have the potential to transform (e) a problem-based fictional lowing section. 526 educational Researcher
Person With Intentionality actions in conceptually revealing ways. These different opportu- nities prompted Gresalfi, Barab, Siyahhan, and Christensen When a context supports acting with intention, it creates a rea- (2009) to contrast four types of content engagement: procedural, son for being there (motivation), and helps to shape players’ conceptual, consequential, and critical. A core goal of transfor- attention to both the story and the conceptual tools that would mational play is to support these four types of content engage- be required to successfully engage the story. One of the most ment, as students are encouraged to engage not only procedurally powerful opportunities offered by games is that players are not with content (learning about what to do) but also conceptually just observers but are often protagonists who make decisions (understanding how their tools work), consequentially (consider- that affect the game world and reveal personal biases and misun- ing the impact of their actions on designed contexts), and criti- derstandings. Thus games can offer to players the experience of cally (reflecting on the effectiveness of particular tools for “playing out one’s self ” (Gadamer, 1975, p. 132). The players accomplishing desired ends). Of particular interest is the use of are changed both through dialogue with interactive game char- games as learning tools to support consequential understandings: acters that they encounter subsequent to their decisions and In the game world, insufficient understandings result in unin- through their reflections on themselves as the types of players formed actions that fail to achieve an appropriate impact. And who have made such decisions (Barab, Dodge, Ingram-Goble, through an examination of the game consequences, students are et al., 2010). In this way, videogames can allow students to try able to engage the content critically as they question its meaning out new ways of being through the appropriation of and projec- in situ. tion into the external agent (avatar), which they can safely try on and act through, in ways unlike what might be recognized as Context With Consequentiality possible in their “real” world. Gee (2003) discusses how players, An essential aspect of conceptual game play is that individuals when playing a game, do not experience the play as their normal are experientially situated within a space where they have a legit- self, or simply as an external avatar manifesting a novel self, but imate role and their actions have effects on a particular context. rather as their virtual projective self—part real, part avatar. It is Thus context is not an external referent enlisted by the teacher in this dynamic between their choices and the game’s possibili- to give the lesson meaning, nor is it a future place where the ties that the players begin to see the world, and their opportuni- content will someday be relevant. It is an actionable context that ties to act upon it, as different or revised. Such positioning, is resonant with and responsive to learner actions. Such experien- especially when the narrative consequences of players’ choices tial consequentiality is quite a contrast to the arbitrary consequen- are intentionally designed to highlight an important tension of tiality of exchanging work for grades, as typically is found in the discipline, is a significant affordance of games for education. American schools. Likewise, experiential consequentiality ele- And, ironically, although this fantastical space exists only in bits vates the projective consequentiality that has been so important to and bytes and in the imaginations of those who enter it, it is only problem-based learning curricula and other designs that are in the fantasy space that the notion that a primary school stu- intended to “situate” or “contextualize” content understanding dent can be a reporter, a scientist, a historian, or even a super- but that occur in contexts that do not respond to learner actions hero is quite believable (Bateson, 1972/2000). (Cognition and Technology Group at Vanderbilt, 1993). This consequential feedback is an important learning tool, for rather Content With Legitimacy than having to hypothesize about the implications of their Disciplinary content knowledge is a valuable tool that can be actions (a process whose ultimate accountability is tied up with used to change the world. Unfortunately, leveraging content the teacher, an external authority), students are able to experi- knowledge to solve problems is an endeavor often reserved for ence the impact of their actions, and the impact becomes authen- adults; when children learn new information, it is frequently pre- tic feedback about their initial assumptions and understandings. sented in the form of disconnected, external facts. Contexts that In this way, games become an interactive context for helping position learners as mere spectators whose role is to remember children to experience the use-value of content and, more impor- static knowledge may not capitalize on the possibilities for sup- tant, to experiment with different applications of that content in porting meaningful understanding. Furthermore, in a context which failure is a legitimate opportunity to learn. Beyond pro- focused on acquiring information and reproducing objective viding a dramatic story line to contextualize the meaning of the understanding, accountability and authority lie external to the concepts, the designer can program the game mechanics to learner and thereby undermine the learning process (Gresalfi, enable children to play with the concepts as they act within the Martin, Hand, & Greeno, 2008). In contrast, games can provide game, for example, as they add pieces of limestone to change the a framing that legitimizes the participation of the players by pH level of water. establishing a value system for both the context and the players’ Illuminative Cases actions that honors their agency and the need for mastering con- tent if they are to resolve a problematic situation—one that has From a design perspective, facilitating transformational play been designed to be pedagogically illuminative, in that solving it requires creating spaces that are responsive to players’ decisions, requires applying disciplinary understandings. such that both the game and the player change as game play More than following a series of procedural steps, games pro- progresses (Barab, Gresalfi, Dodge, & Ingram-Goble, 2010). vide players the opportunity to determine when to use particular Designing for these interactive trajectories requires careful atten- content; and they provide the experience (as well as motivation) tion to the interplay between person, content, and context. In the that players need to critically analyze the consequences of their next section, we further unpack these elements of transformational October 2010 527
FIGURE 2. Screen shot from the Quest Atlantis Gaming Project. The left side shows the 3D world, which can include multiple avatars controlled by different players, and the right side shows the player’s home page. play by presenting two units in Quest Atlantis (QA; see http:// assigned by the teacher, players can evolve their characters on the QuestAtlantis.org). As is elaborated elsewhere (Barab, Dodge, basis of personal interests and priorities, such that, over time, Thomas, Jackson, & Tuzun, 2007; Barab, Gresalfi, & Arici, they rarely have similar game experiences or character profiles. 2009; Barab, Thomas, Dodge, & Carteaux, 2004; Barab, Zuiker, With the goal of further grounding the theoretical ideas dis- et al., 2007), QA is a learning and teaching project that uses a 3D cussed here, we now present two curricular units of QA that have multiuser environment to immerse children, ages 9–12, in edu- inspired multiple research publications, demonstrated statistically cational tasks. Building on the model of online role-playing significant learning gains, and collectively been used by more than games, QA combines strategies used in the commercial gaming 15,000 children worldwide (Arici, 2009; Barab, Dodge, et al., environment with lessons from education research on learning 2010; Barab, Sadler, et al., 2007; Barab, Scott, et al., 2009; Barab, and motivation. The core elements are (a) a 3D multiuser virtual Zuiker, et al., 2007; Hickey, Ingram-Goble, & Jameson, 2009). environment (MUVE) (see Figure 2); (b) an unfolding story line Example 1: The Taiga Fishkill involving a mythical Council and a set of social commitments; (c) a customizable home page and various professions through The Taiga Fishkill unit is an interactive narrative set within an which a player’s character can evolve; (d) inquiry learning activi- aquatic habitat (Taiga National Park), where a serious ecological ties presented as quests and missions (as in the two example units problem has resulted in a significant decline in the fish popula- presented later); and (e) a globally distributed community of tion (Barab, Sadler, et al., 2007; Barab, Zuiker, et al., 2007). more than 50,0002 participants from multiple countries who Students are hired as environmental scientists whose job is to interact with each other within the game world and outside the investigate the fish population decline and propose solutions to game world if they are in the same classroom. the problem. To prepare the students for this role, the curriculum Using their avatars, students navigate through the virtual park begins with an overworked scientist, Abby, asking the visiting and interact with other players and in-game characters, who use players to make several observations of and corrections to the pre-scripted dialogues to communicate their perspectives on par- conditions of fish tanks she is using to run some experiments (see ticular issues. Much of the game play takes place as players click Figure 3). Players find that the dissolved oxygen in one tank is on nonplayer characters that have been scripted to respond in low, causing the fish to breathe near the surface, and in another ways that are consistent with the game narrative and which change tank they observe that a significantly acidic pH has killed some on the basis of previous player choices and in-game happenings. fish. As they are scaffolded through a process of resolving each So, for example, if the player initiated a logging ban, logger char- tank’s problems, Abby becomes impressed by their growing acters in the game would become aggressive in their response to sophistication in analyzing and solving the problems and recom- the player. As students complete various activities, their game mends that they be hired to solve the fish decline problem at the characters also change in both appearance and functionality local national park, where Abby once worked. In this way, the (i.e., their game characters can perform previously inaccessible content that students are asked to leverage is positioned as legiti- behaviors). Even within the constraints of the many activities mate for resolving the dilemma faced by the park. 528 educational Researcher
FIGURE 3. Screen shot from the Taiga Fishkill unit showing a pop-up sequence associated with the fish tank, and a player home page at right. The consequentiality of the context is supported by creating is no clear right answer, students have to find a balance between key decision points that require leveraging of disciplinary formal- what the data are telling them about the river, their values with isms and enable players to observe and interrogate the conse- regard to the park community, and their personal sympathies, quences of those decisions. For example, in investigating the which may lie with some community groups over others. problem, students are introduced to concepts such as erosion, To further illuminate the power of transformational play, we eutrophication, water quality, and system dynamics. As they are now offer an example of an interview with a fifth-grade boy, introduced to what these concepts mean, they experience how the quoted from Barab, Sadler, et al. (2007), which illustrates the concepts have meaning by making decisions about how to improve extent to which students are immersed in the game play and how water quality. Students, for example, may decide to target the role they come to treat fictional characters as if they were real: of nitrates in the water by asking the indigenous tribes, who are farming near the water, to stop their activity; they might focus on I have a question: Why aren’t the people just coming clean? Why the role of erosion by asking the loggers to leave the area, or they aren’t they saying “I think I did this because we’ve been doing might attribute the fish deaths to overfishing and ask the com- this” or something? ’Cause they aren’t really saying what they’re mercial fishing company to close. After making such decisions, doing or coming to the park or—they’re not coming to the rang- ers saying “Can we have a meeting so everyone can say what students are able to see and consider the consequences of their they’ve done?” I mean, it seems like if you wanted to help the park recommendations by traveling to a future world. In this way, they and you wanted to still use it, the rangers would be more happy can reflect on the consequentiality of various disciplinary con- if you told them what you were doing now and try and change structs, and in the process they work with skills such as graph your ways instead of keeping going ’cause you’d probably get construction and deconstruction, hypothesis generation, water- kicked out of the park if you don’t tell them now. You’re probably quality analysis, socioscientific reasoning, and scientific inquiry. gonna ruin the fish population. And it’s gonna take them at least Students are encouraged to act with intentionality by being probably two years to at least get it back to normal. (p. 64) positioned as expert helpers who can have an impact on the situ- ation by determining the causes for the drop in the fish popula- What is important to highlight in this excerpt is that students are tion. From the beginning, with the fish tanks, the players are able sufficiently immersed in the story line to be affectively engaged to address water-quality problems through simple actions such as and demand accountability from the characters as if they were turning on a bubbler or modifying the pH by adding a basic solu- real people. What’s more, this student, with his feeling of indig- tion to the tank. Then, on the basis of their successes or reflective nation about the behavior of the characters, appears to see him- failures with these tasks, the players are asked to carry out various self as having a central role in the emerging story. When students investigations into the health of the waterway and the effects of are situated in this way, they have a reason to leverage disciplinary nearby park activities—and nonplayer characters treat them as if content, exercising intentionality on what they clearly see to be a they have the skills and dispositions to succeed. More specifically, legitimate dilemma. And, more important, they see their role not the players interview people with various perspectives on the simply as understanding academic content but as having an problem, collect and analyze data to develop a hypothesis about impact on the world. the problem, propose an informed and practical solution, and The next example illuminates how positioning the science con- examine the impact of their recommendations—all practices tent in the context of the playable fiction changed the task of reading designed to position them in the role of scientist. Because there and interpreting an inscription (in this case, a diagram) from an act October 2010 529
examined the differences between learning science content on water quality in a traditional science classroom with a traditional curriculum and learning the same disciplinary content embedded in QA (Arici, 2009). The traditional curriculum was text based, and activities were teacher led; in the QA condition, the curricu- lum was virtual, and students uncovered information within the virtual world while the teacher provided support. There were two classrooms in each condition, all taught by the same seventh- grade teacher in a rural community. Lessons in the traditional condition involved lecture, class discussion, and carefully orga- nized notes, with microcontexts serving as examples (a new FIGURE 4. Diagram of the process of eutrophication, adapted exemplar for each new concept taught, as is typically found in from a science textbook. It was drawn informally, dipped in wet textbooks). Lessons in the QA condition were embedded in the coffee grounds for photographing, and incorporated in the Taiga story of Taiga, and all science content was distributed in the Fishkill unit as a fragment of a “scroll” to be found by students. game, needing to be uncovered and solved, within the overarch- ing narrative about fish decline. The pretest of standardized science test items showed no sig- of compliance to a legitimate effort at interpretation and under- nificant differences between conditions, t(91) = .16, p = .87, or standing. It also demonstrates how the play and meaning making between the four classes, F(3, 89) = 1.09, p = .36, indicating that begin in the virtual environment extend into the real world as equivalent ability with respect to understanding of water-quality students have conversations about their game play. In the observed concepts. The posttest showed significant learning gains for both face-to-face exchanges that follow, students in the same fifth-grade conditions, indicating that both groups learned about water- classroom discover in game a scroll fragment with a hand-drawn quality concepts. But the QA group learned significantly more representation of the process of eutrophication, and they are trying than the traditional group, as indicated by a repeated measures to interpret its meaning (see Figure 4). ANOVA, F(1, 115) = 6.53, p < .01. Specifically, the QA students were able to more accurately interpret data presented as multiple- Girl1: Look at the top. There’s a little hint. It says ‘No trees cut choice test items, define core concepts such as erosion and eutro- down. Bad’, so it must be the loggers that wrote that— phication, and, as part of a transfer task, analyze a fictional stream Girl2: No, no, no. It doesn’t say ‘No trees cut down’. I just figured in which they had to identify a problem that involved systems- it out ’cause I just changed it and I thought it said that too. level understandings. In addition, the delayed posttest, adminis- Then I found that ‘No trees bad’ means there are not trees, so tered after 8 weeks, showed the students in the QA condition it probably isn’t the loggers and the loggers would think it was (M = 23.65, SD = 5.85) scoring significantly higher than the good that there was no trees ’cause then they’d have logs. students in the traditional classroom (M = 18.4, SD = 6.52) on a Girl1: But they wouldn’t have anything more to cut down. series of multiple-choice and short-answer items testing their Boy: But still, they do replant trees once in a while. understanding of water quality as applied to a novel scenario, Girl2: But the thing up there says ‘Trees by the bank, shade, t(91) = 4.02, p < .001. These results show that the QA group had sunlight, water, temp, more dissolved oxygen’. a deeper understanding and significantly less forgetting over 2 Boy: There are things about the particles absorbing sunlight; it months following the intervention. sort of proves that the Mulu are not guilty because their tem- Furthermore, when asked why they were doing this task, 97% peratures were actually really low, and so that means they had of the traditional students said it was because they were required trees too. And the loggers probably are able to cut in the place to (65% selected “to get a good grade” and 32% selected “the where the K-fly fish. So I think it’s the loggers and sort of the teacher told me to”). In contrast, only 36% of the QA students K-fly fishers combined and not the Mulu, because the Mulus, selected those reasons; 46% indicated that they were doing the first of all, they have trees because they’re off the park and not task because they “wanted to be doing it,” and 18% gave other in it, and also, they don’t really have much stuff; their turbid- reasons not having to do with being required to do it. This con- ity was good, so . . . (Barab, Sadler, et al., 2007, p. 69) trast was significantly different from chance, χ2 = 24.87, p < .001. In addition, 91% of the students in the QA group logged in after In this exchange, the to-be-learned content (i.e., that the diagram school, and 75% completed extra-credit assignments, whereas explicates the process of eutrophication) appears to be both sig- only 2 students in the control group completed such activities. In nificant and meaningful to these students because of its relevance summary, we found that students who used QA, more than stu- to their intention to determine why fish are dying in the park. It dents in a traditional classroom, were motivated by a developing is in this way that having an intention legitimizes the value of interest in the curricular content and an enjoyment of the learn- understanding erosion and drives the act of interpretation, an ing experience rather than by a sense of obligation or concern outcome that influences players’ decisions about which stake- about a grade. holder to blame and their understanding of the subsequent world Example 2: Modern Prometheus changes resulting from the their recommendations. As further empirical validation of the curriculum’s value, in The unit Modern Prometheus was developed with the goal of bet- one 2-week comparison study with average sixth graders, we ter understanding the potential of converting a classic piece of 530 educational Researcher
FIGURE 5. Screen shot from the Modern Prometheus unit showing a darker context. The player walks toward a graveyard, where she may choose to steal body parts to help the doctor. literature, such as Mary Shelley’s Frankenstein, into a transforma- afterwards. It is in this moment that they experience their first tional play space (see Figure 5; Barab, Dodge, Ingram-Goble, et sense of consequentiality with the philosophical notion of ends al., 2010). Modern Prometheus focuses on persuasive writing, as justifying means. Given the choice they make at this point, they students are asked to convince others to share their perspective on begin to develop a stronger reputation either with the doctor or particular ethical dilemmas. In particular, students grapple with with the constable. Further emphasizing the significance of these the role that ethics play in science and technology; in this case they different reputations, in the last of the five missions players expe- consider whether and when ends justify means in a battle with a rience a visually different world based on the decisions they make bacterial plague, as well as the notion of companionship. The (e.g., a world where a chained-up creature is experimented on, or game culminates with students’ making a decision about whether a world that has been overrun by the plague but where the crea- Doctor Frank’s creation is “human” and trying to persuade others ture has a safe home). of their views on whether “it” should be used for experimentation. The core focus of student activity is to produce a persuasive To support intentionality, players initially receive a letter from essay that the editor of the town newspaper will publish and that their fictional mothers, pleading with them to visit Doctor Frank will convince others to take up the student’s recommendation and assist him with “anything he needs.” (In the first version of the (either allowing the doctor to continue with his experiments or game, the reason given by the mothers was that their children were stopping him because they are considered unethical). In the role of compassionate people; in the current version, to better highlight persuasive reporter, players navigate around the 3D world, interact- the conceptual skills to be learned, the mothers’ reason is the chil- ing with game-based characters and collecting quotes either sup- drens’ skills as investigative reporters.) Stepping off the train as they porting or refuting their theses (that the doctor should or should arrive in the plagued town, the players make their way through the not continue with his experiments). Then the players assemble the town square, meeting each of the major townspeople and gaining quotes, choose a thesis, and receive a score based on the quotes’ a sense of the general desperation regarding the plague. They speak relevance to their choice (see Table 1). In this way, the content that with people who have lost family members and friends. This estab- students engage—persuasive writing—is positioned as a legitimate lishes the players as insiders to the story and more generally as citi- set of tools that can be used to influence the world. In addition, on zens needing to care for the well-being of others. Players are the basis of the evidence that they collect and the arguments they positioned in an important role, working as writers who engage advance as they begin to write for the newspaper, students develop and develop persuasive writing skills. They have to reflect on the a reputation, which is recognized by characters in the space, who happenings in the town and on their own beliefs, and then use refer to the players’ skills and accomplishments—further support- both evidence and their own opinions to craft an argument sup- ing their sense of dramatic agency in the unfolding story line. porting or opposing the doctor’s experiments. They aim to con- As an example of the ways that our designed positioning of vince even the most committed dissenters. person with intentionality and consequentiality has been taken Experiential consequentiality is threaded throughout the unit. up, we offer here an excerpt from an in-game letter submitted by For example, very quickly after making their way to the doctor’s a student who had argued that the creature be allowed to live lab, players engage the first ethical dilemma of the unit: (thus preventing the creation of a cure for the plague). Having They decide whether to steal a mysterious package from a crypt in observed the consequences of her choice in the world, the student the cemetery, a task that will involve lying to the constable feels uncomfortable and writes to the fictional town mayor that October 2010 531
Table 1 Value Association for Two Sample Dialogue Pages From Modern Prometheus: Assigning Point Values to Supporting Evidence in the Plague Debate Pro Argument and Reasons Con Argument and Reasons The doctor should be allowed to The created creature should continue searching for a cure be set free, and the doctor for the plague, using his “subject” should stop his experiments to in medical experiments. find a cure for the plague. Ends The doctor The creation The doctor has Ends do The doctor justify is not harming will not no right to abuse not justify should not Collected Quotes means. citizens. be missed. the creation. means. be trusted. “As you know, as mayor my loyalties 3 1 0 0 0 0 will always lie with what is best for my village. And not only that, this cure will help all of society, not just Ingolstadt [italics added]” (P1). “The doctor is dangerously obsessed with 0 0 0 3 3 3 finding a cure [italics added]—it’s all he cares about. And when someone’s that obsessed, he’s a danger to everyone around him” (C5). Note. P1 = “pro” quote No. 1; C5 = “con” quote No. 5. The numbers in the table show the scores the player earns for aligning the particular quote with the particular reason. she no longer sees herself as a good decision-maker for the town. hurt his feelings. . . . In addition to that, the doctor has no right She writes: to be experimenting on the creation. His experiment is unauthor- ized and therefore, illegal! Scientists must have permission to do I am sure that all the villagers people will die if Frank does not experiments. keep working on his antidote. It now seems that the antidote will no longer work the plafue [plague] is spreading faster and faster Here, we see evidence of how the student took quotes collected by the minute. I will be best for the people of Ingolstadt to no longer during game play to produce a persuasive essay that offers argu- accept me as a fellow helper of the village [italics added]. If the doc ments with evidentiary support. The skill of persuasive writing is continues his work he may be able to help maybe. enlisted in the service of a personally meaningful and socially important goal—one that can be created, adopted, and realized This comment suggests that the student sees herself and her deci- all in the context of six classroom visits to a computer laboratory sions as having a significant impact on the world—in this case an located in a school building. impact which she did not foresee and which she does not like. In In a comparison study, high-need seventh-grade classes in an her reflections, she reveals both her own role in shaping the out- inner-city school in North Carolina were assigned either the come for the town and how she feels her particular decision ulti- game treatment or an equivalent control curriculum taught by mately failed the town. Thus it is clear that this student has taken the same teacher (Barab, Pettyjohn, Gresalfi, Volk, & Solomou, up the opportunity to act with intentionality and now, on the 2010). The control class went through a persuasive-writing unit basis of the consequences of her actions, is reconsidering her based on the novel The Clay Marble, which had been assigned to original decision. the class. Students in the control group spent the first 45 min- Important to note, this narrative is bound up as part of a cur- utes of the day (Period 1) listening to an audio recording of the riculum intended to support persuasive writing, which is used as a book while they read or followed along in their books. The legitimate tool for enacting change in the designed context. A final assignments were a mix of reading comprehension and persua- portion of a student’s final essay, excerpted from her game submis- sive writing. Results showed significant learning gains for the sion, is included here to further illuminate content positioning: control group, t(31) = 8.75, p < .001, from pretest (M = 7.16, SD = 3.72) to posttest (M = 11.22, SD = 4.98), as well as for the The creation has fought for his rights but has never been given a experimental group, t(32) = 14.85, p < .001, from pretest (M = chance because of his looks. The creation is not an animal or a 8.55, SD = 3.77) to posttest (M = 14.67, SD = 3.52) in terms of monster. Humans are set apart from other creatures by their abil- their ability to identify important parts of a persuasive argument ity to think and reason. In arguing for his rights (as well as mak- ing friends and being able to read) the creation shows that he can and to write a persuasive essay in response to a writing prompt. do these things. . . . The creation has human emotions and empa- Both groups had large effect size gains (control = 1.22, experi- thy. He felt sympathy for a boy and his father who were struggling mental = 1.83), as would be expected from a 2-week lesson with financially and gave them aid by bring food to their home. He an experienced teacher. However, the repeated measures showed also told me that the doctors experiments and treatment of him significantly greater learning gains for the QA condition when 532 educational Researcher
be more straightforward for teaching in larger classrooms. Regarding person, a sense of detachment from the story can allow for more objective analysis and reflection, although it may also breed apathy and disengagement from the lesson. In other words, we argue that if the curriculum focuses too much on explicit content in a context tightly tailored to that content, and if stu- dents have no embedded role, their experience may become impoverished, with a focus on memorization and grade attain- ment as opposed to meaningful content application. If the goal is to aid students in appreciating academic content as useful and seeing themselves as people who have used such content to address socially significant and personally meaningful problems, then the learning environment needs to shift toward the bottom left of the diagram pictured in Figure 6. Therefore, designing to support pedagogically useful transformational play FIGURE 6. Tensions in designing learning environments for involves balancing tensions across each element (person, context, schools that use transformational play. content). We struggle with these tensions in our designs as we try to avoid overly privileging any one quadrant of the diagram (see Barab, Gresalfi, Dodge, & Ingram-Goble, 2010). Building on the two groups’ persuasive essays were compared for quality, the work of Hickey and colleagues (Hickey, Ingram-Goble, & F(32, 31) = 11.03, p < .001. Jameson, 2009; Hickey & Zuiker, 2005), all of our designs pass In addition, students who were assigned to the treatment con- through multiple iterations in which they are revised until they dition reported significantly higher levels of engagement, had achieve the desired outcomes at three levels of assessment: the different goals motivating their participation, and received fewer close level (referring to log files and in-game submissions), the teacher reprimands to stay on task. The children in the two con- proximal level (referring to performance and classroom assess- ditions showed significant differences in level of engagement: ments), and the distal level (referring to the use of external devel- The treatment condition (M = 4.16, SD = .55) scored almost 2 opmental achievement test items). Each level is positioned along standard deviations higher than the control condition (M = 3.24, a continuum defined by increasing generality and/or abstraction SD = .59), indicating significantly higher levels of engagement, from the enactment of specific curricular activities (cf. Snow, t(35) = 7.61, p < .001. Closer examination at the item level 1974). Based on analysis of the data, design changes are made to revealed that 86% of students in the experimental group enjoyed improve and enhance players’ experience and learning. The close- or strongly enjoyed the activity, as compared with only 22% in level, activity-oriented outcomes include whether the curriculum the control group. Also, when asked if they wished they were functioned as intended in terms of task structure and game play doing something else, 71% of the experimental group chose “not dynamics (i.e., the data include log files of game play choices and at all,” whereas 70% of the control said “definitely.” Last, when field notes), whether students were engaged in the story line (i.e., asked about their main reason for completing the activity, 95% the data include interviews, surveys, and evidence of after-school of the control students said they wanted to get a good grade or play), and whether in-game submissions provide evidence that that their teacher required the activity. In contrast, only 34% in academic concepts were leveraged (i.e., the data include in-game the experimental condition indicated that these were their rea- tests, whole-class discussions, and submitted essays). The proximal- sons for doing the activity; 65% said that they did it because they level, curriculum-oriented outcomes include teacher-created tests wanted to be doing it. designed to test learning of the core concepts as well as assess- ments consisting of cherry-picked released test items. The distal- Challenges, Opportunities, and Evidence level, standards-oriented outcomes involve primarily far-transfer Designing experiences to support personal engagement and assessment consisting of standardized items drawn at random transformation requires balancing a number of tensions. In a from larger pools of items aligned to the targeted standards as 2006 article, Barab and Roth discussed the tensions between pro- well as other external measures not intentionally designed to test viding a contextually rich curricular environment and ensuring the particular unit. In designing game spaces, we begin by look- that learners attend to the particular content that the environ- ing at close and proximal data, and only once we are getting ment is designed to teach. In particular, Barab and Roth argued consistent high-level performance on these do we test at the distal that it is a balancing process in terms of the quality of content level—assuming there are standards-based items created for the (explicit versus implicit) and the quality of context (noisy versus content area (Barab, Zuiker, et al., 2007; Hickey et al., 2009). tailored)—to which this article adds a third aspect, quality of person A challenge inherent to this work is how to conduct research (detached versus engaged); see Figure 6. Noisy contexts containing that is intended to simultaneously demonstrate the value of a rich contextual detail and mostly implicit enlistment of disciplin- particular design and advance theory about why the design ary content can foster mystery, realness, discovery, and an appre- works. At one level, we are interested in demonstrating the feasi- ciation of why the content matters. Alternatively, an emphasis on bility and efficacy of the work. Evidence that the project in gen- tailored contexts with explicit enlistment of disciplinary content eral has been successful can be seen in the numbers of students can prove efficient, making particular concepts salient, and can and teachers who use the game with no incentive beyond the October 2010 533
learning outcomes that students experience; these units have transformational play as part of an interactive publication to illus- been used by more than 50,000 children from a wide range of trate the theory in a contextually illustrative fashion. For that socioeconomic backgrounds in school districts all across the publication, the authors built the worked example by assembling United States and in Australia, Brazil, Canada, China, Croatia, purposively selected instances and multiple modes of discourse England, Italy, Japan, New Zealand, Singapore, South Africa, (videos, pictures, expositions, games, quotes, critiques, etc.) into and Turkey. We have also conducted numerous studies that dem- an interactive tapestry, allowing visitors to engage the advanced onstrate statistically significant learning gains, even on standard- theoretical claims along with contextual particulars that make the ized tests, as well as high levels of engagement when teachers and phenomenon visible. Consistent with our overriding motivation students use our designs in the classroom (Arici, 2009; Barab, of demonstrating the value of transformational play, we believe Dodge, et al., 2010; Barab, Sadler, et al., 2007; Barab, Thomas, that useful knowledge, especially for emerging phenomena that Dodge, Carteaux, & Tuzun, 2005; Barab, Zuiker, et al., 2007; readers may never have experienced, becomes less meaningful Hickey et al., 2009; Warren, Dondlinger, & Barab, 2008). when abstracted from the context of its origin. An important ele- However, our goal is not simply to validate a particular curricu- ment of the scholarship challenge is to maintain the coupling of lum. Although demonstrating impact is potentially necessary, it the theoretical claims with the contexts from which those claims is certainly not sufficient if one’s goal is to build new theories were derived. The reader, therefore, is encouraged to explore in about how people learn. greater detail the cases presented in this article as worked exam- Toward evolving new theory, we have found ourselves drawn ples that further illuminate our notions of transformational play to the idea of design experiments (Brown, 1992), also known as (see Taiga Park at http://workedexamples.org/projects/taiga- design-based research (Barab & Squire, 2004). Cobb, Confrey, virtual-park and Modern Prometheus at http://workedexamples. diSessa, Lehrer, and Schauble (2003) describe them this way: org/projects/plague-world-a-modern-prometheus). Closing Thoughts Prototypically, design experiments entail both “engineering” par- ticular forms of learning and systematically studying those forms Games have become one of the most popular forms of entertain- of learning within the context defined by the means of support- ment in our society, recently surpassing Hollywood in annual ing them. This designed context is subject to test and revision, sales. Surveys conducted by the Pew Internet and American Life and the successive iterations that result play a role similar to that Project demonstrated that videogaming as a leisurely pursuit is of systematic variation in experiment. (p. 9) pervasive: 97% of youths and 53% of adults play videogames (Lenhart, Jones, & Macgill, 2008; Lenhart, Kahne, Middaugh, Central to design-based research is a commitment to move Macgill, Evans, & Vitak, 2008). Games are popular in part beyond understanding learning as it naturally occurs, toward because they are fun. However, it is not simply their entertain- designing interventions that perturb existing contexts in useful ment value that should be gaining the interest of educators. ways with the broader goal of using these theoretically inspired Instead, we have argued that it is the way games can draw players perturbations as a means of warranting new theories. Although in, capturing their interest, time, commitment, and passion, that justifying such a methodological approach is beyond the scope of is the real value of the medium. Toward communicating the this article (see a rich discussion in the January/February 2003 power of games, in this article we have advanced the notion of theme issue of Educational Researcher), the important point is transformational play as an experiential target for educational that advances in design technologies from the entertainment sec- game design. Designing for transformational play involves estab- tor are creating opportunities for learning that introduce new lishing academically useful and meaningfully engaging situations experiential states, such as transformational play, which are dif- where learners adopt goals, have legitimate roles, and develop ficult to manifest without engineering new opportunities and increasingly sophisticated relations to disciplinary concepts. then demonstrating their relevance within naturalistic contexts. They do so by experiencing and reflecting on the concepts’ utility It is in this way that our work transcends what exists currently for making sense of and changing story lines in which the con- and instead helps manifest what could be (Barab & Squire, cept is relevant as an interpretive tool (e.g., using one’s under- 2004). These powerful technologies can also be used to enhance standing of eutrophication to interpret the source of a the ways that these theories are communicated to the world. This water-quality problem in a virtual park). In such contexts, there is because rather than simply using printed text and accompany- is a shift away from dispensing facts and transmitting particular ing images (as in this article), these technologies involve new content and toward a commitment to supporting students as forms of representation that are quite illustrative, especially when they enter into conceptually illuminating situations where they introducing an audience to a new phenomenon (Gee, 2010). develop passions and apply content understanding. Worked examples, as discussed by Barab, Dodge, and Gee More generally, it is our belief that videogames provide (2009), provide an important form of scholarship especially rel- new technologies and methodologies for creating curriculum evant to illustrating plausibility claims for emerging theories. In that is deeply immersive, highly interactive, and experientially their description, “worked examples can be thought of as mak- consequential. Furthermore, games have the potential to liberate ing plausibility arguments and offering illuminative proof-of- children from the stigma of assessment and to encourage a dispo- concept instantiations with a focus on revealing mechanism and sition for innovation and a desire to challenge oneself as a natural process to afford insight, promote dialogue, and inspire change” part of the learning process. In fact, simply mastering a game is (p. 2). Consistent with this perspective, Barab, Dodge, et al. an indication in itself that the player has learned; someone who (2010) used the worked example to illuminate the mechanism of has invested the hours required to reach an advanced level in a 534 educational Researcher
game knows more about it than a beginner and can solve much contexts. Unpublished doctoral dissertation, Indiana University, more challenging problems. What’s more, specific trajectories of Bloomington. game play (for example, as seen in log files) have the potential to Barab, S. A., Dodge, T., & Gee, J. P. (2009, April). The worked example: reveal significant information about students’ understandings of Invitational scholarship in service of an emerging field. Paper presented at the annual meeting of the American Educational Research particular elements, once such trajectories have been identified. Association, San Diego, CA. For example, Shute et al. (2010) discuss a stealth assessment Barab, S. A., Dodge, T., Ingram-Goble, A., Peppler, K., Pettyjohn, P., model that involves embedding assessments into the fabric of the Volk, C., et al. (2010). Pedagogical dramas and transformational play: learning environment to both evaluate individual moments and Narratively rich games for learning. Mind, Culture, and Activity, assess complex systems relationships across multiple trajectories 17(3), 235–264. of participation. Thus information about students’ understand- Barab, S. A., Dodge, T., Thomas, M., Jackson, C., & Tuzun, H. (2007). ings is revealed as they play the game and does not interrupt or Our designs and the social agendas they carry. Journal of the Learning take time away from their learning. Likewise, Schwartz et al. Sciences, 16(2), 263–305. (2009) suggest that specific game choices can constitute a form Barab, S. A., Gresalfi, M. S., & Arici, A. (2009). Transformational play: of assessment in themselves: The choices players make (and the Why educators should care about games. Educational Leadership, consequences of the choices) simultaneously inform the players 67(1), 76–80. Barab, S. A., Gresalfi, M. S., Dodge, T., & Ingram-Goble, A. (2010). and external observers about the depth of their understanding. Narratizing disciplines and disciplinizing narratives: Games as 21st Equally important, such assessments are engaging to children and century curriculum. International Journal of Gaming and Computer- encourage risk-taking and toleration of failure as part of the pro- Mediated Simulations, 2(1), 17–30. cess (Gee, 2003). Barab, S. A., Pettyjohn, P., Gresalfi, M., Volk, C., & Solomou, M. Even when there are appropriate resources to support a field (2010). Designing a 21st-century story: The Modern Prometheus game. trip to a local park, for example, it is unlikely that the experience Manuscript submitted for publication. will cleanly illuminate the need for particular content under- Barab, S. A., & Roth, W.-M. (2006). Curriculum-based ecosystems: standings, and even less likely that students will be able to mean- Supporting knowing from an ecological perspective. Educational ingfully transform some problematic aspect of the context—most Researcher, 35(5), 3–13. parks are unwilling to put their future in the hands of a 10-year- Barab, S. A., Sadler, T., Heiselt, C., Hickey, D., & Zuiker, S. (2007). old. Indeed, most teachers would be challenged to arrange class- Relating narrative, inquiry, and inscriptions: A framework for socio- scientific inquiry. Journal of Science Education and Technology, 16(1), room materials in a manner that could truly immerse learners in 59–82. a dramatic narrative in which they act as protagonists, find legiti- Barab, S. A., Scott, B., Siyahhan, S., Goldstone, R., Ingram-Goble, A., mate roles, and interact meaningfully and consequentially with Zuiker, S., et al. (2009). Conceptual play as a curricular scaffold: the story line. As a result, we regard games as offering a new ped- Using videogames to support science education. Journal of Science agogy for the 21st century, a pedagogy that shifts learning from a Education and Technology, 18(4), 305–320. process of rote acquisition to one in which conceptual under- Barab, S. A., & Squire, K. D. (2004). Design-based research: Putting a standings have personal and contextual significance, a pedagogy stake in the ground. Journal of the Learning Sciences, 13(1), 1–14. to inspire meaningful transformation by repositioning person, Barab, S. A., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). content, and context. We believe it is experiences like these, not Making learning fun: Quest Atlantis, a game without guns. simply passing test scores, that will ensure no child is left behind. Educational Technology Research and Development, 53(1), 86–108. For leaving no child behind involves allowing children to see Barab, S. A., Zuiker, S., Warren, S., Hickey, D., Ingram-Goble, A., Kwon, E-J., et al. (2007). Situationally embodied curriculum: themselves as individuals who can use academic content to trans- Relating formalisms and contexts. Science Education, 91(5), 750–782. form situations that they care about. Videogames provide a Bateson, G. (2000). Steps to an ecology of mind. Chicago: University of unique opportunity where even novices can have such transfor- Chicago Press. (Original work published 1972) mational experiences. Brown, A. L. (1992). Design experiments: Theoretical and methodolog- ical challenges in creating complex interventions in classroom set- Notes tings. Journal of the Learning Sciences, 2(2), 141–178. The work reported in this article was supported by the National Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and Science Foundation (Grants No. 9980081 and No. 0092831) and by the the culture of learning. Educational Researcher, 18(1), 32–42. John D. and Catherine T. MacArthur Foundation (Grant No. 06-88658- Bruner, J. (2002). Making stories: Law, literature, life. Cambridge, MA: 000-HCD). We owe special thanks to Tyler Dodge for his edits and Harvard University Press. contributions to this article. We are also grateful to the design team and Clark, D., Nelson, B., Sengupta, P., & D’Angelo, C. (2009). Rethinking thousands of teachers and students who have contributed to this work. science learning through digital games and simulations: Genres, examples, 1Quest Atlantis is the creation of more than two-dozen team mem- and evidence. Washington DC: National Research Council. bers, including the authors of this article, and hundreds of teachers and Cobb, P., Confrey, J., diSessa, A. A., Lehrer, R., & Schauble, L. (2003). children who continually provide invaluable feedback. Design experiments in educational research. Educational Researcher, 2This calculation is based on the year ending June 5, 2010. To learn 32(1), 9–13. more, visit http://QuestAtlantis.org. Cognition and Technology Group at Vanderbilt. (1990). Anchored instruction and its relationship to situated cognition. Educational Researcher, 19(6), 2–10. References Cognition and Technology Group at Vanderbilt. (1993). Anchored Arici, A. (2009). Meeting kids at their own game: A comparison of learning instruction and situated cognition revisited. Educational Technology, and engagement in traditional and 3D MUVE educational-gaming 33(3), 52–70. October 2010 535
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